Search found 789 matches

by RAD-82
Tue Dec 29, 2015 1:35 am
Forum: Mod Development
Topic: Pip's Vanilla Ship Customizer
Replies: 5
Views: 2971

Re: Pip's Vanilla Ship Customizer

The events assume you have an empty ship with only one crewmember, so while hull mods aren't explicitly incompatible, they're going to cause issues anyway. That isn't an issue, which means you didn't look or didn't understand. This doesn't really matter, since it isn't what you even asked to get he...
by RAD-82
Mon Dec 28, 2015 3:55 am
Forum: Mod Development
Topic: Pip's Vanilla Ship Customizer
Replies: 5
Views: 2971

Re: Pip's Vanilla Ship Customizer

CapnPipsqueak wrote:Custom ship mods and total conversions will likely be incompatible.

Most custom ship mods can be compatible. Check out my Hull Swap mod to try and learn how. I'd rather not try to explain it and hope the example is enough to teach you.

I don't think you can count empty slots.
by RAD-82
Sun Dec 27, 2015 4:15 am
Forum: Mod Development
Topic: Working on a story overhaul mod. Need help.
Replies: 4
Views: 3087

Re: Working on a story overhaul mod. Need help.

1. Example of removing a sector: <mod:findName type="sectorType" name="CIVILIAN"> <mod:findLike type="sector"> <mod:selector>CIVILIAN_SECTOR</mod:selector> <mod:removeTag/> </mod:findLike> </mod:findName> 2-5. Sorry, but I don't think you can do any of that. 6. Looks to...
by RAD-82
Fri Dec 25, 2015 11:50 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 991808

Re: [MOD][WIP] FTL Infinite Space

Just a summary on how stable my edits are: I have encountered ZERO problems thus far. Based on the file you posted, all you managed to accomplish was adding a few drones to the game. The only way you would see any weapons from this is if you modded a ship to start with them. Weapons and drones have...
by RAD-82
Fri Dec 25, 2015 4:47 am
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 991808

Re: [MOD][WIP] FTL Infinite Space

Can you release the weapons in this pack , but without the infinite game? I want to use them on my ship, but I also dont want Infinite Space on my next playthrough... Thanks in advance If I find the time, I can try. Luckily, I already have most of this done for an unfinished add-on for my FTL: Exte...
by RAD-82
Sun Dec 13, 2015 5:32 pm
Forum: Working Mods
Topic: [MOD] RAD-82's Weapon Pack vAE.4.7
Replies: 9
Views: 46747

Re: [MOD] RAD-82's Weapon Pack vAE.4.1

Telios wrote:Where do we place the AE.4.1 version in the mod list? Before or after CE?

After CE.

The mod load order in the CE topic suggests loading weapon mods first, because it thinks weapon mods will replace enemy weapon lists, but that doesn't happen with this mod.
by RAD-82
Mon Nov 30, 2015 4:35 pm
Forum: Mod Development
Topic: Question about adding extra star backgrounds
Replies: 3
Views: 1820

Re: Question about adding extra star backgrounds

I've never done backgrounds before, but look at the events_imageList.xml file.
by RAD-82
Mon Nov 30, 2015 5:13 am
Forum: Working Mods
Topic: [MOD] Crystal Quest Tweak
Replies: 25
Views: 69271

Re: [MOD] Crystal Quest Tweak

3. (crystalline) scrap it If you are using my Crystal Cataclysm mod, it would say "(Crystal Crew) Scrap it." because I disabled the Crystal quest in it. I'm not aware of other mods that disable the quest, but I suppose they could exist. Your problem isn't with this Crystal Quest Tweak mod.
by RAD-82
Mon Nov 23, 2015 11:07 pm
Forum: Working Mods
Topic: Master Mod List - Advanced Edition
Replies: 223
Views: 850791

Re: Master Mod List - Advanced Edition

Update the RAD Fleet to say [28 Ships] instead of [Full Type R Roster].
by RAD-82
Mon Nov 23, 2015 11:00 pm
Forum: Working Mods
Topic: [Ship] The RAD Fleet vAE.1.1
Replies: 22
Views: 34821

Re: [Ship] The RAD Fleet vAE.1

All 28 ships are done.

I don't necessarily like them all, or even know if they are viable. I'm just glad to have it done.